Aldebaran wrote:I tried MH-(SF)Cryptrunners_v1e and it crashed here with NW3, also the middle part with the big fish in the water basin is very strong, so I recommend an adjusted version.
I'm not surprised either.
@Barbie
Okay, let me show something which you will not fix not with mother of all patchers - I was trying to do this even modifying constants.
Personally I see nothing different from a version to another just stupid brackets and another trash.
Mover32 doesn't use bNoDelete=True as is Mover in normal stage, by "brute-forcing" it to normal, player is crashing unable to join ever, idk why the f..k was needed this mess. Then, at random or permanent (setup dependent) pupae boss becomes visible because mover door is... invisible - with brushtrackerfix disabled for said map. By accepting brushtrackerfix in XCGE this mover will cause some BSP crap like a barrier even you can die there for some reason. If map is edited VIA Editor and correctly set everything works properly and map has a perfect behavior.
For now "{fixed}" version has:
- duplicated Light 103, 104, Brush414, ScubaGear0, MedBox0 - I think I know why these were created;
- other Movers which probably would need bTriggerOnceOnly have "1.#INF00" at StayOpenTime - this is a mess firing a lot of timers running as long as map is loaded and firing timers useless is not a good thing;
- normal doors are using 2 triggers since one set in timing with door would work perfectly and even without to mock Bots;
- 18 PlayerStart actors ? Default MH uses 16 as TeamGamePlus. Only other MH types are supporting this - not a critical bug after all;
- I believe last Warlord has chances to die easily without too much fight due to insane damage which that LavaZone can do as long as ReducedDamagePct is 0.000000 - So what the heck is this ?
Which means the same shit as "v1e" so I do not have any clue what was fixed because I see the same garbage in all versions, probably was rebuild in other messed up format and that's all.
So what exactly can be fixed in run-time ? Mover32 ? I don't think so. I worked almost one day for paths deploy module and I had a big nasty surprise ON-LINE at firsts tests, pretty much later I could see what crap is this regarding to how nice it do looks like.
Else map is supporting paths so we can have Bot company here without issues, because Playing Off Line is useless without a minimal company, and ON-Line it does damage to a server, so we have just an useless mess not a map and having multiple copies.
I'm able to fix all these in Editor with no pain but I prefer to not do that - I'm able to create a decoration mesh like TV set showing ON Screen "Breaking News" about what was initial map - people usually do not read txt files - so they might wanna know what was solved here right in game-play stage, else in other order of ideas this TV set added might be a sort of defaming showing what mapping skill had whoever modified/did it but perhaps he deserves that, which is a bit painful for him and great for admins and players; probably by adding such decorations with news in these fixed maps all player/admin will know what was solved and avoiding similar bad content as a lesson in how to not mock with UNR files to public game ground.